#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: NoteField Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "NoteField.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "ArrowEffects.h" #include "PrefsManager.h" #include "GameManager.h" #include "GameState.h" #include "RageException.h" #include "RageTimer.h" const float HOLD_NOTE_BITS_PER_BEAT = 6; const float HOLD_NOTE_BITS_PER_ROW = HOLD_NOTE_BITS_PER_BEAT / ELEMENTS_PER_BEAT; const float ROWS_BETWEEN_HOLD_BITS = 1 / HOLD_NOTE_BITS_PER_ROW; NoteField::NoteField() { m_rectMeasureBar.TurnShadowOff(); m_textMeasureNumber.Load( THEME->GetPathTo(FONT_NORMAL) ); m_textMeasureNumber.SetZoom( 1.0f ); m_rectMarkerBar.TurnShadowOff(); m_rectMarkerBar.SetEffectGlowing(); m_fBeginMarker = m_fEndMarker = -1; m_fPercentFadeToFail = -1; } void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBehind, int iPixelsToDrawAhead ) { m_PlayerNumber = pn; m_iPixelsToDrawBehind = iPixelsToDrawBehind; m_iPixelsToDrawAhead = iPixelsToDrawAhead; m_fPercentFadeToFail = -1; NoteDataWithScoring::Init(); for( int i=0; iGetCurrentStyleDef(); this->CopyAll( pNoteData ); // init arrow rotations and X positions for( int c=0; c arrayTweenColors; GAMEMAN->GetTweenColors( c, arrayTweenColors ); m_ColorNote[c].Load( c, pn ); } for( i=0; iGetCurrentStyleDef()->m_iColsPerPlayer ); } void NoteField::Update( float fDeltaTime ) { m_rectMarkerBar.Update( fDeltaTime ); if( m_fPercentFadeToFail >= 0 ) m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/3, 1 ); // take 3 seconds to totally fade } void NoteField::CreateTapNoteInstance( ColorNoteInstance &cni, const int iCol, const float fIndex, const D3DXCOLOR color ) { const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fIndex ); const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset ); const float fRotation = ArrowGetRotation( m_PlayerNumber, iCol, fYOffset ); const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset ); float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos ); if( m_fPercentFadeToFail != -1 ) fAlpha = 1-m_fPercentFadeToFail; D3DXCOLOR colorLeading, colorTrailing; // of the color part. Alpha here be overwritten with fAlpha! if( color.a == -1 ) // indicated "NULL" m_ColorNote[iCol].GetEdgeColorsFromIndexAndBeat( roundf(fIndex), colorLeading, colorTrailing ); else colorLeading = colorTrailing = color; float fAddAlpha = m_ColorNote[iCol].GetAddAlphaFromDiffuseAlpha( fAlpha ); int iGrayPartFrameNo = m_ColorNote[iCol].GetGrayPartFrameNoFromIndexAndBeat( roundf(fIndex), GAMESTATE->m_fSongBeat ); ColorNoteInstance instance = { fXPos, fYPos, fRotation, fAlpha, colorLeading, colorTrailing, fAddAlpha, iGrayPartFrameNo }; cni = instance; } void NoteField::CreateHoldNoteInstance( ColorNoteInstance &cni, const bool bActive, const float fIndex, const HoldNote &hn, const float fHoldNoteLife ) { const int iCol = hn.m_iTrack; const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fIndex ); const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset ); const float fRotation = ArrowGetRotation( m_PlayerNumber, iCol, fYOffset ); const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYOffset ); float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos ); if( m_fPercentFadeToFail != -1 ) fAlpha = 1-m_fPercentFadeToFail; int iGrayPartFrameNo; if( bActive ) iGrayPartFrameNo = m_ColorNote[iCol].GetGrayPartFrameNoFull(); else iGrayPartFrameNo = m_ColorNote[iCol].GetGrayPartFrameNoClear(); const float fPercentIntoHold = (fIndex-hn.m_iStartIndex)/(hn.m_iEndIndex-hn.m_iStartIndex); D3DXCOLOR colorLeading( fPercentIntoHold, 1, 0, 1 ); // color shifts from green to yellow colorLeading *= fHoldNoteLife; colorLeading.a = 1; D3DXCOLOR colorTrailing = colorLeading; float fAddAlpha = m_ColorNote[iCol].GetAddAlphaFromDiffuseAlpha( fAlpha ); ColorNoteInstance instance = { fXPos, fYPos, fRotation, fAlpha, colorLeading, colorTrailing, fAddAlpha, iGrayPartFrameNo }; cni = instance; } void NoteField::DrawMeasureBar( const int iIndex, const int iMeasureNo ) { const float fYOffset = ArrowGetYOffset( m_PlayerNumber, (float)iIndex ); const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset ); m_rectMeasureBar.SetXY( 0, fYPos ); m_rectMeasureBar.SetWidth( (float)(m_iNumTracks+1) * ARROW_SIZE ); m_rectMeasureBar.SetHeight( 20 ); m_rectMeasureBar.SetDiffuseColor( D3DXCOLOR(0,0,0,0.5f) ); m_rectMeasureBar.Draw(); m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,0) ); m_textMeasureNumber.SetText( ssprintf("%d", iMeasureNo) ); m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 + 10, fYPos ); m_textMeasureNumber.Draw(); } void NoteField::DrawMarkerBar( const int iIndex ) { const float fYOffset = ArrowGetYOffset( m_PlayerNumber, (float)iIndex ); const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset ); m_rectMarkerBar.SetXY( 0, fYPos ); m_rectMarkerBar.SetWidth( (float)(m_iNumTracks+1) * ARROW_SIZE ); m_rectMarkerBar.SetHeight( 20 ); m_rectMarkerBar.SetDiffuseColor( D3DXCOLOR(0,0,0,0.5f) ); m_rectMarkerBar.Draw(); } void NoteField::DrawBPMText( const int iIndex, const float fBPM ) { const float fYOffset = ArrowGetYOffset( m_PlayerNumber, (float)iIndex ); const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset ); m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(1,0,0,1) ); m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) ); m_textMeasureNumber.SetText( ssprintf("%.2f", fBPM) ); m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 60, fYPos ); m_textMeasureNumber.Draw(); } void NoteField::DrawFreezeText( const int iIndex, const float fSecs ) { const float fYOffset = ArrowGetYOffset( m_PlayerNumber, (float)iIndex ); const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset ); m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,0,1) ); m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) ); m_textMeasureNumber.SetText( ssprintf("%.2f", fSecs) ); m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 10, fYPos ); m_textMeasureNumber.Draw(); } void NoteField::DrawPrimitives() { //LOG->Trace( "NoteField::DrawPrimitives()" ); float fSongBeat = max( 0, GAMESTATE->m_fSongBeat ); int iBaseFrameNo = (int)(fSongBeat*2.5) % NUM_FRAMES_IN_COLOR_ARROW_SPRITE; // 2.5 is a "fudge number" :-) This should be based on BPM const float fBeatsToDrawBehind = m_iPixelsToDrawBehind * (1/(float)ARROW_SIZE) * (1/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed); const float fBeatsToDrawAhead = m_iPixelsToDrawAhead * (1/(float)ARROW_SIZE) * (1/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed); const int iIndexFirstArrowToDraw = max( 0, BeatToNoteRow( fSongBeat - fBeatsToDrawBehind ) ); const int iIndexLastArrowToDraw = BeatToNoteRow( fSongBeat + fBeatsToDrawAhead ); //LOG->Trace( "Drawing elements %d through %d", iIndexFirstArrowToDraw, iIndexLastArrowToDraw ); if( GAMESTATE->m_bEditing ) { // // Draw measure bars // for( int i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ ) { if( i % ELEMENTS_PER_MEASURE == 0 ) DrawMeasureBar( i, i / ELEMENTS_PER_MEASURE + 1 ); } // // BPM text // CArray &aBPMSegments = GAMESTATE->m_pCurSong->m_BPMSegments; for( i=0; i &aStopSegments = GAMESTATE->m_pCurSong->m_StopSegments; for( i=0; i iIndexLastArrowToDraw ) ) { continue; // skip } // If this note was in the past and has life > 0, then it was completed and don't draw it! if( hn.m_iEndIndex < BeatToNoteRow(fSongBeat) && fLife > 0 && m_bIsHoldingHoldNote[i] ) continue; // skip const int iCol = hn.m_iTrack; const float fHoldNoteLife = m_fHoldNoteLife[i]; const bool bActive = m_bIsHoldingHoldNote[i]; // hack: added -1 because hn.m_iStartIndex changes as note is held // parts of the hold const float fStartDrawingAtBeat = froundf( (float)hn.m_iStartIndex, ROWS_BETWEEN_HOLD_BITS/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed ); for( float j=fStartDrawingAtBeat; j<=hn.m_iEndIndex; j+=ROWS_BETWEEN_HOLD_BITS/GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_fArrowScrollSpeed ) // for each bit of the hold { // check if this arrow is off the the screen if( j < iIndexFirstArrowToDraw || iIndexLastArrowToDraw < j) continue; // skip this arrow if( bActive && NoteRowToBeat(j) < fSongBeat ) continue; CreateHoldNoteInstance( instances[iCount++], bActive, (float)j, hn, fHoldNoteLife ); } } const bool bDrawAddPass = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_AppearanceType != PlayerOptions::APPEARANCE_VISIBLE; if( iCount > 0 ) m_ColorNote[c].DrawList( iCount, instances, bDrawAddPass ); iCount = 0; // reset count /////////////////////////////////// // Draw all TapNotes in this column /////////////////////////////////// for( i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ ) // for each row { if( m_TapNotes[c][i] == '0' ) continue; // no note here // See if there is a hold step that begins on this beat. bool bHoldNoteOnThisBeat = false; float fHoldLife = -1; for( int j=0; j 0 ) m_ColorNote[c].DrawList( iCount, instances, bDrawAddPass ); } } void NoteField::RemoveTapNoteRow( int iIndex ) { for( int c=0; c